“”The drums are programmed with a combination of sequencers, probability gates and multiples-mixing. There are two “sources” for the gates:
First, there are sequenced gates (using the fundamental SEQ3). But I guess you already knew that :D
Second, the main clock goes to a Bernoulli Gate, which generates random gates. This way, I’m getting ALL the sequenced gates plus some random notes.
These two sources are combined and sent together to another Bernoulli Gate, which I’m using to remove some of the hits, even those who were sequenced and not random.

This method above can produce great results by itself, but in this patch I used one more “layer of complexity”: I used another sequencer, that is running at 1/8 the rate of the main clock, and this is controlling the probabilities of each bernouilly gate, to get various drum fills and rolls that are synced with the tempo of the song.

The hihats are driven with a different idea: The main clock is going to a delay: When the signal is dry, you get the normal 16th notes, but when the signal is wet, you get normal 16ths but delayed by a 32th approx. This way, i’m “multiplying” the clock, and getting double the hits.

Then, the mix knob of the delay is controlled by a random S&H: When signal is mostly dry, you get static 16th notes, but when the wet signal is mixed in, you get hihat fills.””

9 comments on “Mattix – Complex Drum machine”

Thank you, man, I’ve been trying your modules and they’re fantastic: This patch would have been much cleaner with those 1×8 multiples and clock dividers.
I’m also digging your fixed filter bank and the 16 step seq

Hello killkrt! I don’t know why is this sync problem happening, but every time-related event is being triggered by the Tidal Modulator in the top left of the patch, which acts as a master clock.
The various sequencers seem to phase against each other from time to time (I can’t understand why does it happen) but this is quite easy to solve, using a gate from one of the sequencers to reset the rest of them.